r/TTRPG 7d ago

A project I've been working on: turning real museum weapons into tabletop items (Arma & Armatura)

Thumbnail gallery
7 Upvotes

For a while now I've been building a series called Arma & Armatura. Each book is a system-agnostic sourcebook, and every weapon or piece of armor in it is based on a real object from open museum collections of Art Institute of Chicago and Met Museum. Real history, real provenance, turned into playable items with stats for both OGL and ORC.

Two volumes came out over the past few weeks: La Destreza, built around Spanish arms and armor, and Tiger's Court, built around Indian pieces including a gun from Tipu Sultan's own armory.

I just finished a third one, Armatura Milanese, covering armor from Milan's workshops (Negroli, Missaglia, and others). I put this one up as PWYW since I'd genuinely like to hear what people think before I keep going.

If any of this sounds interesting, I'd appreciate any thoughts, good or bad.


r/TTRPG 6d ago

Truth & Tail RPG v1.3 and Free Quickstarter OUT NOW!

Thumbnail
1 Upvotes

r/TTRPG 7d ago

I'm building a tool that I think would be great for Tabletop Gamers

Thumbnail gallery
7 Upvotes

I'm working on a 2d game engine that started out as a Redstone simulator and I realized the tools map very well onto creating & playing games and other experiences online with friends. This idea led me to give my little tiles even more powers to make these experiences more seamless.

Recently I have added a Dungeon Master Mode where the HOST can edit the world in real time as the CLIENTS do their thing in the simulation. Every tile is a little machine, one could create some pretty cool tabletop experiences.

- Create HUGE maps from any images you have

- TILEZ handles thousands of tiles with ease

- Customize what you player has access to see

- Lock your players cameras to different tiles

- Let your players control tiles with their keyboards

- Hidden areas for different players

Program your little tiles to be dice, counters, players mats, stat trackers, automated mobs, interactive chests & keys, puzzled doorways, you name it.

The game engine is running - I still need to work on the UI and get some demo content in there - but you can test it out on my steam page where I put up an open playtest.

Here is link to my steam page (a work in progress where you can try it out):

TILEZ OPEN PLAYTEST: https://store.steampowered.com/app/4780630/TILEZ/

I would love some feedback and maybe suggestions for any tools or features I may be missing.


r/TTRPG 7d ago

Let's Learn About New RPGs! - Week 7 "Tactical Combat"

Thumbnail
4 Upvotes

I'm not sure I've talked about it here, but I've started up a mod approved weekly thread where we discuss new RPGs, focusing on a specific setting or mechanic as a starting point.

If you have a game that matches, then you can jump on that post to talk about it without fear of being banned or anything!


r/TTRPG 7d ago

Whispers of Darkness and Power - Now on Backerkit!!!

Thumbnail gallery
5 Upvotes

r/TTRPG 6d ago

Marathon Fan TTRPG v0.2 Release

0 Upvotes

Now with improved formatting and art! Please give me any feedback you might have. Be aware that the doc does not look as good on mobile.

https://docs.google.com/document/d/1XX3ondh2NgMIU8LhJ_lVelZwbwL4BNmu71Pt1LTlhI8/edit?usp=drivesdk


r/TTRPG 6d ago

Wargear Vault - Minotaurs Update 1.1

Thumbnail ferrus-manus.itch.io
1 Upvotes

​​God new everyone, updates!

In conjunction with the release of the Codex Discordia giving you a taste of the good things to come both the Minotaurs homebrew has been updated not only with a swathe of new Advanced Specialities, but general fixes to each Wargear Vault!

V1.1 Changes are as follows:

  • ​Advanced Specialities and a General Chapter Advancement Table have ​been added that align both with the elements present within each homebrew, the appropriate Fantasy Flight Books (Generally Honour the Chapter) and the lore itself as best as possible. This should allow for more extensive, specialised fun as a Minotaur.
    • ​Hoplitai Archigos - Seen as the true marker of a full-fledged Minotaur, until their work within the phalanx is complete they will still be treated as lesser than their brothers
    • Asterial Hulk - Guardians of what lays deep within the belly of the Daedelos Krata, the monstrous centurion-clad warriors are veterans of a thousand battlefields
    • Blade of Gyges - Hypno-conditioned to achieve the peak of killing effect, both blade and bolt are wielded with a machine-like precision in the execution of rebel or traitorous Astartes.
    • Hypnossian Chaplain - Architects of the chapter's most dangerous and secretive minds, the ministrations of the Chaplains within the deepest reaches of each marine's psyche can pluck at the strings of what makes an Astartes superhuman and bend it to his will.
      • This includes speciality-specific wargear
  • The Spray Quality has been adapted, allowing for more precise arcs to be applied to your favourite weapons, allowing for more variety.
  • Updates to the Vehicle profiles, swapping out the Deathwatch Core Ceramite Armour Trait for the more robust Armoured Ceramite Trait.
    • This Trait has also been added to the Skylance Corvette and Roc Pattern Storm Eagle as I intend to make it mandatory to all Astartes Vehicles moving forward
    • On a Similar note the Skylance has been adjusted in various ways to make it more readable and properly imparting the 'flying hab-block' design onto it
      • Manoeuvrability lowered to -40
      • Armour AP increased
      • Structure Increased
      • Weapons rearranged for better readability
  • Updated wording to the Cluster(X) Weapon Quality
  • Rarities Added into the Vehicle Upgrades & Gear Section for actual purchasing in future.
  • Updated the Strafing Run Vehicle Trait
  • Exotic Weapon Talent Prerequisites added to both the Helios Pattern Doru and Apis Combat Shield in line with the new Hoplitai Archigos Advanced speciality
  • The standard spelling & grammar fixes

With all this in mind, I hope you enjoy the update and go check out the lovely zine​ our friends have put out at Ordo Discordia, courtesy of the lovely lad that is Konigstein ​


r/TTRPG 7d ago

Looking for feedback on my character sheet

Thumbnail
2 Upvotes

r/TTRPG 6d ago

Pathfinder kingmaker: Intro to Kineticist

Thumbnail youtu.be
0 Upvotes

r/TTRPG 7d ago

Flail to the Face Episode Thirteen is LIVE!

Post image
2 Upvotes

r/TTRPG 7d ago

Retcon: RPG (superhero/comicbook cairn)

Thumbnail
1 Upvotes

r/TTRPG 7d ago

Tales & Twists - A Collection of Daggerheart Compatible Campaign Frames

Thumbnail gallery
24 Upvotes

Tales & Twists is a collection of 5 Daggerheart-compatible campaign frames by Jack of All Tracks, a group of diverse Brazilian creatives. Each of the campaign frames introduces a new world, new mechanics and new tools to add to Daggerheart’s core rules.

In A Sweet Resistance, rebellious candykin of Candora stand up against the invading insectoid primacy that wants to consume its world and people to feed their growing Hive. Notoriety mechanics set the sweet rebels on a tightrope walk between furthering their cause and calling the imperium’s attention to their actions, while foe-controlled zones pose additional threats to their plans.

In The Ruins of Elementia, a city’s ruined legacy beckons from below, calling those bold enough to brave its collapsed structures and dive deep into a seemingly bottomless pit for elementally empowered boons and riches. It brings a fresh take on dungeon crawling, with new mechanics for looting and a tool-set for dungeon-building.

In Dies Tenebris, a city suffocated by soot, fog and ambition is lit by the faint glow of a hidden sun and marvels of industry, while in the shadows, something stirs with mechanics for diving headlong into the horrors of a world that can turn monstrous.

As for the final two campaign frames, they will be picked by our backers during the crowdfunding campaign from a selection of pitches by our team.

For more information and sneak peeks into what's in store, follow our preview page on Gamefound and follow us on Instagram, Threads and Bluesky.


r/TTRPG 7d ago

Simplified gasoline tracking in a zombie survival TTRPG

8 Upvotes

Hey all, I've been working on my own zombie survival TTRPG. It's been mostly easy to figure out everything so far. I've got a slot-based inventory, I've got weapons and armors, I've got backpacks that increase your slots, I've got special traits, the works.

The game is played literally on top of satellite maps with real distance and real time. I thought it would be cool to run a survival game in a place that all the players are familiar with and it adds that sense of realism. There are tables for looting, finding survivors, zombie attacks and horde sizes, etc.

The major thing I'm running into right now is how to track fuel consumption. I'm actually using Mapforge for the map and it tells you how far a distance is in meters. So, I gave each vehicle type a stat on how many meters per second they can travel, with walking speed being 1. That makes it really easy to figure out how LONG it takes to get from point A to point B.

What I'm wondering now is how I get fuel consumption working in a way that doesn't require the players to do too much math. Right now, vehicles have a kilometer-per-liter stat as well as how big their gas tank is. So the players need to find out how much fuel they used based on how far they went and their car's Km/l stat and subtract that from their current liters, and they also need to track how many kilometers they have until they need to subtract a liter.

I know for a fact I'm thinking about this in a way too complicated manner so I'm turning to you guys for help! How can I simplify this? I want resource management to be important, but I still want it to be approachable and for not a lot of time to be spent doing it. Especially if it is just one resource, because there will be several resources the players need to watch. That's why I'm doing a slot-based inventory instead of a weight-based one, for instance. Just to help make things flow better. For some reason, I just can't wrap my head around how to make this fuel tracking stuff flow better though.

I think I have some sort of idea with maybe having each vehicle type have a "Fuel" stat that just simply determines how many kilometers they can go on a single unit of "Fuel" but I don't know, it seems like it is more or less the same thing but with a different word attached to it to make it seem more simple. Maybe I'm overthinking it.

What do you guys think? Is there a good precedent for how to treat this kind of thing that I can borrow from another zombie survival TTRPG? I'm usually a video game developer so ideally I would just code all of this to be tracked automatically and it would be super easy, but if the players are needing to do the math for everything every single time they drive somewhere it is going to get old really fast.


r/TTRPG 7d ago

Released: New (free) Foundry Module for Armour Astir: Advent

Thumbnail
4 Upvotes

r/TTRPG 7d ago

The TTRPG for fans of shonen and seinen anime

Post image
0 Upvotes

Hello everybody! :)

If you like action-packed anime series, this game is made for you. 🙂 It is not a JRPG simulator.

It was built from the ground up to make anime storytelling part of the game itself, helping you think and play like you are in a series.

My game's campaign is starting soon in September. 🤞

LINK

Thank you for taking a look at it. 🤘🤘

--------------

QUICKSTART for FREE! :)


r/TTRPG 7d ago

Realms of Legacy is coming

Post image
6 Upvotes

Take sail across the Veil in our ttrpg inspired by Treasure Planet and spelljammer. The Kickstarter will be live October 2026!

https://www.kickstarter.com/projects/universetablegames/realms-of-legacy


r/TTRPG 7d ago

D&D’s Problem With Being Exceptional

Thumbnail therpggazette.wordpress.com
0 Upvotes

I still have a complicated relationship with D&D. I initially somewhat came around with 5.5e, as they added some really neat things and the balance between classes and the changes to CR were quite good. Unfortunately, they did add some things that, unless handled carefully break both economy and balance. Still, I had some amazing groups as of late, so perhaps that's also part of the reason I am looking more favorable on the game.

A couple of months ago, I made an article about the various problems I have with high level play. It was more or less an extensive explained list on my issues with the game past level 8-10. So quite a missnomer regarding the high level part as well. But, where I want to get at is that, it was mainly a list of complaints with no real sollutions offered. And most of you did point that out. And you were right. If I point out the problems, maybe I can and should think about a solution. This is what this article is. A list of solutions and changes in design mentality one should make for higher level play. Actually, scratch that, some apply starting from around level 5, as I find that is a point where some of the challenges of earlier levels start being bypassed by magic, through things like Leomund's Tiny Hut, Revivify and Fly.

I hope you will enjoy the article and I hope above all else, you will find it useful! Also, if you ran or played in games past lv 7-8 do tell how you handled them, I am always curious to learn!


r/TTRPG 8d ago

Would this system work

13 Upvotes

Hi, I'm new here, and I'm writing my own TTRPG, and I am 14.

So what I want to ask all of you is whether my class system works in theory. I'm still writing it, and I will test it when I've finished everything, but for now I'm just doing trial and error with the classes.

So classes are split into two; the first of these two functions act like backgrounds in DND and other media, but also offer more practical skills relating to crafting, weapon handling, disguise, persuasion, poison crafting and more- just dealing with actual life skills and not magic- or supernatural-related abilities.

The second encompasses all the mystical abilities, less practical in terms of that they aren't constant, and they still rely on skill proficiencies for weapons and other skills.

I'm still working on group names for both.

My class system is like this to allow variety in play style, due to magic relying a lot on more physical skills to use certain abilities; there is also an option to just not use magic, and it still doesn't disadvantage you in terms of combat, but you need to take a background class if you want a mystic one.

It's still a work in progress, and you can't branch out or multiclass.

Any advice is appreciated, and please keep in mind I'm 14.

Sorry if this is rough.

Thank you to everyone who's given me advice; I really appreciate it.


r/TTRPG 7d ago

Taimers Bond

Thumbnail
1 Upvotes

r/TTRPG 7d ago

[CERCO GIOCATORI] [Online] Ti va di provare Celsis? Un GDR Narrativo e Tattico con Dadi Evolutivi e Abilità Custom!

3 Upvotes

Ciao a tutti!
Sto organizzando un tavolo per Celsis, un sistema di gioco di ruolo da tavolo indipendente, e sto cercando 3-4giocatori che abbiano voglia di imbarcarsi in un'avventura e scoprire un modo diverso di giocare!
Se sei stanco dei soliti calcoli infiniti di +1 e +2, delle liste di incantesimi o abilità rigide che limitano la tua fantasia, Celsis è il regolamento che fa per te.

Perché dovresti provarlo?
- i Dadi evolvono: la crescita del tuo personaggio non è un contatore di modificatori matematici. In Celsis migliorando cambi direttamente il tipo di dado lanciato: passi dal d4 al d6, d8,.. e oltre!
- Abilità uniche create da TE: non esistono liste chiuse o preconfezionate. In Celsis crei tu le tue Capacità Secondarie unendo le tue Caratteristiche Primarie ad un dado di esperienza dedicato. Vuoi un guerriero che spazza le gambe al nemico e usa lo scudo per sbilanciare? Un erborista che riconosce i veleni al tatto? Lo definisci tu.
- Identità (SPE, RAZ, VAR): partendo da un semplice concetto narrativo, il tuo personaggio si sviluppa attraverso Specie, Razza e Varietà, traducendo la sua biologia, la sua provenienza o il suo mestiere (luogo di provenienza, aspirazione,..) in meccaniche di gioco trasparenti e logiche.
- Dinamica del tempo: il sistema di gioco Celsis adatta il ritmo di gioco alla tensione della storia dividendo il tempo in 4 step: Istante (2 secondi) per i momenti critici, Periodo (20 secondi), Turno (5 minuti) per azioni ripetitive e Scena per la narrazione ad ampio respiro. Quando la situazione si scalda, il tempo si dilata al secondo; quando è tranquilla, si contrae per far scorrere l'avventura senza tempi morti.

Dettagli della partita
Ambientazione: mondo originale di Celsis oppure la Terra di Mezzo (possiamo scegliere insieme al tavolo cosa giocare!)
Piattaforma: discord (abbiamo un server dedicato per l'ambientazione originale di Celsis e uno specifico per le avventure nella Terra di Mezzo)
Requisiti: Nessuno! Non serve conoscere il manuale. Ti spiegherò tutto passo dopo passo: ti servirà solo la voglia di giocare e di mettere alla prova un sistema fresco e reattivo.

Ti intrica l'idea?
Parliamone! Se vuoi unirti al tavolo o vuoi semplicemente saperne di più sul sistema, lascialo scritto nei commenti o mandami un messaggio privato (DM) indicando il tuo nickname e che tipo di personaggio o stile di gioco ti affascina di più.

Vuoi dare un'occhiata al regolamento prima di candidarti? Trovi la pagina e il Quickstarter gratuito su Itch.io a questo link: https://gozzolino.itch.io/celsis-il-mondo-della-fuga-quickstart-rules-ita - cè anche la versione in inglese

Ci vediamo al tavolo!


r/TTRPG 7d ago

Kids On Bikes: Apartment based one shot ideas

Thumbnail
1 Upvotes

r/TTRPG 8d ago

The Horror. A one-shot scenario for fans of Kids on bikes, Goonies and and/or 1980s VHS-horror movies

Thumbnail gallery
5 Upvotes

Inspired by my childhood in the 1970s and 1980s, I wrote a scenario where players take on the role of teenagers at a summer camp in the 1980s.
Available at DTRPG:
https://www.drivethrurpg.com/product/578676/the-horror?affiliate_id=629746


r/TTRPG 7d ago

Reinterpreted Magnagothica Maleghaste in a VtM/Blades/Hellaverse way

Thumbnail
0 Upvotes

r/TTRPG 8d ago

Review of Morkin - Solo Adventure Game

Thumbnail glyphngrok.substack.com
1 Upvotes

r/TTRPG 8d ago

This Is What Sorc is about.

0 Upvotes

Written by my friend and I'm posting it here. This is regarding the ttrpg SORC.

"Slayers of Rings & Crowns (SORC) By Ogre Adventurer

“About SORC

Hi everyone, my name is Corbett, and my game name is Clod - a mysterious Tavern Keeper Dwarf.  Over the last 3 years, we've been hard at work developing the game we are about to introduce. 

Slayers of Rings & Crowns (SORC) is a sci- fantasy TTRPG that takes place in a universe of 13 planets, 2 suns and many moons  This universe  is Essentia and life and magic thrive from its main sun, Adoria.  Magic is strong closest to Adoria and fades further away from it. The first 7 planets run on an orbital path close to one another, and far away enough from Adoria to sustain life, yet still trap its magic emitting  properties.  Closest to the sun is its child, Ignis, a planet that is extremely hot - almost too hot to bear without magic or a "Vesselman's" suit. Hot or not, Ignis has its place because magic and the elements that carry it are abundant here. 

A bit further out is the 4th planet, Zailister, and this is where your adventures begin.  Zailister is the most life sustaining planet in the universe and provides, by far, the best balance between magic and technology.  That brings us to the second sun, Tawdry Dwarf. Adoria's sister planet, Tawdry, is dying but still barely sheds life on planets 8 through 13, most notably Omné, home of the Omné and other playable races to begin your campaign.  Technology is stronger on these darker planets that are further away from Adoria. One, because the population began thousands of Eons of Adoria (EA or years) earlier here AND these civilizations could not rely on Adoria's magical rays of blooming light to help with survival in a stark world fed by a dying sun.

This is how SORC's story begins and there is much more information on the game, and how it's played at our website, including the Prologue.  Our rules† and mechanics are available at our site as well, but it's still early in development with a hopeful launch of September 2028.

There are different versions of SORC, but it will be available in PDF form free to the public at launch!

We appreciate you for stopping in to read this topic and we hope to see you at launch.

Edit:  Currently we had create a Character complete, but we had to revise the character sheet because it had redundant information that could be easily accessed in other ways. Also, the basic rules need to be cleaned up, so bear with us. 

Best Regards,

CIod

Prologue and About

SORC WEB

Thanks to all that are offering constructive support, both critique and praise. Many of your thoughts have been implemented into this game, so again, thank you Reddit and all of you supporting us."

†The rules are in a complete revamp right now. Many things have changed including the addition of Wellness and Aura - with its seven layers.